• World War 2010

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    RavilleR
    I also like a lot this map, but when trying to game it people said it has many problems and bugs. Could be great if can be fixing as a normal map... Thanks forwardly
  • Oztea 1939 Global

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    @wc_sumpton right on thanks again. I'll give it a go
  • How do I call new nations in World War 2 v5 SE?

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    SchulzS
    You need to name it Chinese instead China for the easiest way to bring China. Then copy the XML and give a different name. Then examine the XML. It is not complicated.
  • NWO and NWO 5 nations victory condition

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    RogerCooperR
    Many scenarios have no victory condition defined.
  • AA50 with Maintenance

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    C
    Moved to Maps & Mods.
  • Spring 1942

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    zoozocZ
    Oops, I think I spoke in ignorance here. I didn't realize that there are two editions of "Spring 1942". I apparently own the 1st edition. The 2nd edition does indeed appear to be "World War II v5"
  • Can someone make/find a few icons for me?

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    No one has replied
  • War at War changes

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    SchulzS
    Upkeep is possible to implement, the important one is finding good upkeep/cost ratio and in my experiences with upkeep, it works best with 5%-10%. For example infantry cost is 2 and 0.1 upkeep (5%) would work perfectly. But armour upkeep should be definitely higher than 5% but still should not be higher than 10%. Yes, draw means nobody wins and nobody lose pretty much same with chess. Because of the cumulative aspects of games, the loser side really cannot turn the tide of the war and the fate of the games always seales in the middle of games and just there should have been draw option that gives a good reason the loser side to continue.
  • Fallen Empire

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    SchulzS
    @alkexr I was trying to make upkeep as visible source in the purchase screen in my map like that but couldn't find a way because its not a resource. I am using <option name="createsResourcesList" value="-x:PUs"/> tag to represent upkeep. Wondering is turning into supply like this system the onyl way to make is visible?
  • Fixed Scenarios from the Repository

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    RogerCooperR
    @ff03k64 I don't remember exactly. With the way TripleA runs now, it easy to find which images are missing.
  • Oztea 1942 needs to add "Original Owners" for territories

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    @JOSEPH-PRINCE border-gore is aptly named lol I think i got em all. Uninstall and reinstall and you should be good to go. I added a notification at game start with version and date as I didn't do a yaml PR. I must of spaced it's own thread so we'll just make this it for the future
  • world at war with red dot units

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    A
    Thank you very much
  • Which mods have tech trees like age of tribes?

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    Teddy SelfT
    Thanks for the info, if anyone is interested in this scenario I have altered just tell me where to upload it. You will play as northern starting on turn 2.
  • Need Relief Tiles

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    MirkoBrunerM
    @Schulz Nice, I have added to shades of "shores" so far but I still don't know exactly what it would be the best approach. Thanks!
  • Churchill's 1939

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    RogerCooperR
    @JOSEPH-PRINCE Try this http://www.rogercooper.com/churchills_1939.zip There is no point to sending the xml, as I have not changed the xml. To make this work, you will need to create art for antitank and tank_destroyer. I don't know of any scenario that used those unit types. The Benelux flag is from https://en.wikipedia.org/wiki/Flag_of_Benelux.
  • Operation Unthinkable and Operation Dandelion

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    RogerCooperR
    @Major-Arcana The historical situation was fairly interesting. With many US troops withdrawn from Europe, the British government was estimating the Soviets had a 2.5 to 1 superiority in ground forces, but the Allies were superior in the air. Could the British hold the line until the US redeployed? A good scenario for Europe-only game, especially with more realistic air rules. For a world game, one could add Communist guerillas popping up and the Japanese continuing the Pacific war.
  • new_world_order_lebowski_edition missing image

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    @LaFayette I could also just leave it white and let Russia have a special one. I don't know how to hue shift.
  • Iron War: Europe - Official Thread

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    Been playing Europe instead of the whole world. Couple of thoughts. I am playing all of one side against the AI. Seems to favor the axis quite a bit. As the allies it went to turn 15 before i was tipped the scales. As axis, i feel like i am in the winning position on turn 5, just a matter of time. I think part of that is the size of the navies. The rally points from IW could be a good addition to this map. USA had difficulties finding a place to put a new factory. Germany and USA had fairly similar colors. Germany was also similar to one of the Balkan nations, but that isn't as big of a deal, as they are allied. After like 2 turns, iron was not much of a factor for me. I don't know how much you wanted that to be a factor, but the fuel is what really limits things for me. AI seems to use more of its iron though. SS troops seem to need a higher TUV value. They are picked first for casualties.
  • Question about triggers

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    @Mas-N invert values: true or false. default if missing is false. if true, this attachment's condition will be reversed (does not reverse the effect). line 2922 of POS2. Wouldn't that do what you want? Or am i reading something wrong?
  • Single Player Maps

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    RogerCooperR
    @AprilForever It is fun to play Australia and to optimize its play. Well-timed attacks and retreats can throw the Japanese off-balance and divert the Japanese enough to give the Allies victory. I general, it is more fun to play one of the Allies with everyone else on AI and try to depend on your AI allies.

Recent Posts

  • @trout @panzerstahl-helm-0 @alexander-the-great @ Pizza @ All

    I'm considering adding Naval Task Force Boxes to the South Pacific and Atlantic in 66 and 67 SZs. 1 Kriegsmarine and 1 USN in 67 and 2 each for IJN and USN in 66.

    One wouldn't have to use them obviously but I don't see a downside to it, so I most likely will. Saved Games won't be compatible, so there will be a little back and forth between Game Versions until the old ones are completed.

    Anyway, probably won't be happening anytime too soon but one never knows. Have to remember how to do it first lol

    I guess I'd need a couple OverFlow Boxes too. Well, there aren't that many Units involved, so should still be plenty of room 🙂

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  • @KurtGodel7 said:
    In New World Order, Italy is a very important Axis power. The same is not true in Flames and Steel. In Flames and Steel, Italy will pick a local project, such as defending Gibraltar, or pushing east against the British in North Africa. The value of the area near Cairo is modest, so Italian success in Northeast Africa does not create a seismic shift in favor of the Axis. It's a few extra PUs.

    Italy has 6 MPs, and those allow it to punch a little above its weight. Research isn't very exciting for Italy. It wants the income-increasing techs, of course, but there's little else in its tech tree that it feels truly excited about.

    The City of Reno, NV, describes itself as "the biggest little city in the world." My description of Italy would be similar: "the biggest minor power in the world." In my test games, Italy's local projects had gone well, at least for the early game. That made me feel as though Italy was pulling its weight. Italy's life would become harder once America Atlantic has fully mobilized (on round 10).

    I don't think you want any of the playable powers in the game to feel boring in terms in terms of research. Italy should not be on par with the major powers, but it shouldn't feel like it's totally barren when you're playing with them.

    When I was designing unique Italian techs for TRO, the themes most of theirs fell under were either getting the most out of cheap units, or special operations stuff that's flashy and exciting but not really as practical or versatile as the capabilities that the big powers got.

    Here were some of the ideas that either made it into the mod or were left on the drawing board that might be adaptable if you want any of them. I've changed some of the unit names around to match yours where appropriate.

    Camicie Nere (Blackshirts) - Militia get +1 attack when supported by a regular Infantry [represents the M battalions]

    Autocanoni - Italian Field Guns get +1 move when paired with a Mobile Infantry [https://tanks-encyclopedia.com/category/ww2-italian-autocannoni/]

    Bersaglieri - Italian Mobile Infantry get to blitz when paired with a Light Tank or Medium Tank

    Carri Veloci - Once per turn, Italy can purchase a pair of Light Tanks as a package for a 2 PU discount [I did a lot of these discount packages for different countries where you get 1-2 PU off per unit but have to buy them as a set]

    Maiali - Italian Submarines roll two dice during the first turn of an attack on a sea zone adjacent to an enemy naval base [could simplify to some other attack bonus]

    Mare Nostrum - Italian Destroyers defend at +1 when accompanying a Transport in a Mediterranean sea zone. One Transport supports up to two destroyers.

    Motobomba - Italian Strategic Bombers get a powerful first round torpedo attack against enemy ships [https://en.wikipedia.org/wiki/Motobomba]

    Picchiatelli - In mine, it let Germany buy a discounted Tactical Bomber for Italy if Italy doesn't have any in play; in yours it could just be Italy gets a slight discount on the Dive Bomber [The Italian name for their imported Stukas]

    Sparviero - Italian Medium Bombers get an attack bonus when attacking naval units

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  • A list of recent modifications:

    Vichy France added. Japan's Night Action tech changed. Instead of improving the raw power of Japan's cruisers and Yamato battleships, it now greatly improves Yamato battleships' ability to provide support to destroyers and cruisers. A Yamato provides + 2 support to a max of three other ships. Medium tanks can now blitz. Currently light tanks and medium tanks can blitz. Units which cannot blitz: Heavy tanks, mobile infantry, mechanized infantry, M7 Priests, Katyushas. Gave America Pacific the ability to research USS Iowa tech. This causes America Pacific's battleships to gain +1 hitpoint. They can support 2 ships instead of 1. While a normal battleship would top out at a firepower of 4 + 4, an Iowa would top out at 5 + 5. A Yamato will top out at 5 + 5 + 4. A four tier infantry system added. China: tier 1. Soviets: tier 2, with tier 3 as their elite unit. Japan: tier 2. Can upgrade to tier 3 with tech. Italy: tier 2, with tier 3 as an elite unit. Britain, Germany, USA: tier 3. Germany can build tier 4 as an elite unit.

    This game is getting close to being ready to share with other people.

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  • With the Blackshirts, it depends a lot on which formations you’re talking about. The actual Blackshirt militia divisions, generally not very good. The “M” battalions that were created as specialized assault units and attached to other divisions, on the other hand, were some of Italy’s best.

    But I’d say Bersaglieri or Alpini makes the best name for a better infantry class unit, those were Italy’s best known elite formations. The game’s already abstracting a lot of stuff so I wouldn’t let the absence of a mountain terrain mechanic get in the way if that’s what you feel the best pick is.

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